//===================================================
//作    者：边涯  http://www.u3dol.com
//创建时间：2020-10-15 14:10:39
//备    注：此代码为工具生成 请勿手工修改
//===================================================
using YouYou;

    /// <summary>
    /// Sprite数据管理
    /// </summary>
    public partial class SpriteDBModel : DataTableDBModelBase<SpriteDBModel, SpriteEntity>
    {
    /// <summary>
    /// 文件名称
    /// </summary>
    public override string DataTableName { get { return "Sprite"; } }

        /// <summary>
        /// 加载列表
        /// </summary>
        protected override void LoadList(MMO_MemoryStream ms)
        {
            int rows = ms.ReadInt();
            int columns = ms.ReadInt();

            for (int i = 0; i < rows; i++)
            {
                SpriteEntity entity = new SpriteEntity();
                entity.Id = ms.ReadInt();
                entity.SpriteType = ms.ReadInt();
                entity.Name = ms.ReadUTF8String();
                entity.Level = ms.ReadInt();
                entity.IsBoss = ms.ReadInt();
                entity.PrefabName = ms.ReadUTF8String();
                entity.TextureName = ms.ReadUTF8String();
                entity.HeadPic = ms.ReadUTF8String();
                entity.MoveSpeed = ms.ReadFloat();
                entity.HP = ms.ReadInt();
                entity.MP = ms.ReadInt();
                entity.Attack = ms.ReadInt();
                entity.Defense = ms.ReadInt();
                entity.Hit = ms.ReadInt();
                entity.Dodge = ms.ReadInt();
                entity.Cri = ms.ReadInt();
                entity.Res = ms.ReadInt();
                entity.Fighting = ms.ReadInt();
                entity.ShowBloodBar = ms.ReadInt();
                entity.BloodBarLayerCount = ms.ReadInt();
                entity.UsedPhyAttack = ms.ReadUTF8String();
                entity.UsedSkillList = ms.ReadUTF8String();
                entity.CanArmor = ms.ReadInt();
                entity.Armor_HP_Percentage = ms.ReadInt();
                entity.Range_View = ms.ReadInt();
                entity.Attack_Interval = ms.ReadFloat();
                entity.PhysicalAttackRate = ms.ReadInt();
                entity.DelaySec_Attack = ms.ReadFloat();
                entity.RewardExp = ms.ReadInt();

                m_List.Add(entity);
                m_Dic[entity.Id] = entity;
            }
        }
    }
